- Joined
- Feb 28, 2013
- Messages
- 1,898
Can someone tell me why this random number always generate the max number when I put it in this order. When I put QR_PackTargetPlaceRandomizer under condition 'QG_QuestDialogButtonClicked' or
'QG_Person[2] has buff Quest Indicator' it always generate the max number (3).
This problem doesn't make sense for me.
Note: Don't mind the point leaks this is just a trigger from a test map I can fix it later.
'QG_Person[2] has buff Quest Indicator' it always generate the max number (3).
This problem doesn't make sense for me.
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Quest Repeatable Deliveryman
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Events
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Unit - A unit Begins casting an ability
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Conditions
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And - All (Conditions) are true
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Conditions
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(Ability being cast) Equal to Interact - Both (Chain Lightning - Neutral Hostile)
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(Unit-type of (Target unit of ability being cast)) Equal to Knight
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Actions
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Set QG_Person[1] = Global_MainHero
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Set QG_Person[2] = (Target unit of ability being cast)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(QG_Person[2] has buff Quest Indicator ) Equal to True
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Then - Actions
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Cinematic - Turn cinematic mode On for (All players)
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Cinematic - Enable user control for (All players)
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Unit - Make QG_Person[1] face QG_Person[2] over 0.00 seconds
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Unit - Make QG_Person[2] face QG_Person[1] over 0.00 seconds
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Unit - Pause QG_Person[2]
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-------- --------
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-------- Conversation --------
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 0.00%) with 0.00% transparency
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Cinematic - Send transmission to (All players) from QG_Person[1] named (Name of QG_Person[1]): Play No sound and display I hear that you hav.... Modify duration: Set to 1.00 seconds and Wait
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-------- --------
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-------- Conversation --------
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 0.00%) with 0.00% transparency
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Cinematic - Send transmission to (Player group(Player 1 (Red))) from QG_Person[2] named (Name of QG_Person[2]): Play No sound and display Yes. Can you delive.... Modify duration: Set to 1.00 seconds and Wait
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-------- --------
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-------- Create dialog --------
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Dialog - Clear QG_QuestAcceptDialog
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Dialog - Change the title of QG_QuestAcceptDialog to Delivery Sidequest
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Dialog - Create a dialog button for QG_QuestAcceptDialog labelled Accept
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Set QG_QuestAcceptDialogButton[1] = (Last created dialog Button)
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Dialog - Create a dialog button for QG_QuestAcceptDialog labelled Ignore
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Set QG_QuestAcceptDialogButton[9] = (Last created dialog Button)
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Dialog - Show QG_QuestAcceptDialog for Player 1 (Red)
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Set QG_QuestDialogButtonClicked = 0
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Wait until (QG_QuestDialogButtonClicked Not equal to 0), checking every 0.10 seconds
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-------- --------
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-------- Here's where player picks whether he approves or disapproves the quest --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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QG_QuestDialogButtonClicked Equal to 1
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Then - Actions
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Set QR_PackTargetPlaceRandomizer = (Random integer number between 1 and QR_PackTargetPlaceMax)
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Game - Display to (All players) the text: (String(QR_PackTargetPlaceRandomizer))
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Unit - Create 1 Siege Engine for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing 270.00 degrees
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Set QR_PackUnit = (Last created unit)
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Unit - Create 1 Beacon for Player 1 (Red) at (Center of QR_PackTargetRegions[QR_PackTargetPlaceRandomizer]) facing Default building facing degrees
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Set QR_PackBeaconUnit = (Last created unit)
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-------- --------
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Unit - Remove Quest Indicator from QG_Person[2]
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Unit Group - Add QG_Person[2] to QG_DoneUnitGroup
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-------- --------
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Cinematic - Send transmission to (All players) from QG_Person[1] named (Name of QG_Person[1]): Play No sound and display Got it.. Modify duration: Set to 1.00 seconds and Wait
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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QG_QuestDialogButtonClicked Equal to 9
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Then - Actions
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Cinematic - Send transmission to (All players) from QG_Person[1] named (Name of QG_Person[1]): Play No sound and display Pass.. Modify duration: Set to 2.00 seconds and Wait
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Else - Actions
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Unit - Unpause QG_Person[2]
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Cinematic - Turn cinematic mode Off for (All players)
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Else - Actions
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Quest Repeatable Deliveryman
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Events
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Unit - A unit Begins casting an ability
-
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Conditions
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And - All (Conditions) are true
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Conditions
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(Ability being cast) Equal to Interact - Both (Chain Lightning - Neutral Hostile)
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(Unit-type of (Target unit of ability being cast)) Equal to Knight
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Actions
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Set QG_Person[1] = Global_MainHero
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Set QG_Person[2] = (Target unit of ability being cast)
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Set QR_PackTargetPlaceRandomizer = (Random integer number between 1 and QR_PackTargetPlaceMax)
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Game - Display to (All players) the text: (String(QR_PackTargetPlaceRandomizer))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(QG_Person[2] has buff Quest Indicator ) Equal to True
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Then - Actions
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Cinematic - Turn cinematic mode On for (All players)
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Cinematic - Enable user control for (All players)
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Unit - Make QG_Person[1] face QG_Person[2] over 0.00 seconds
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Unit - Make QG_Person[2] face QG_Person[1] over 0.00 seconds
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Unit - Pause QG_Person[2]
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-------- --------
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-------- Conversation --------
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 0.00%) with 0.00% transparency
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Cinematic - Send transmission to (All players) from QG_Person[1] named (Name of QG_Person[1]): Play No sound and display I hear that you hav.... Modify duration: Set to 1.00 seconds and Wait
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-------- --------
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-------- Conversation --------
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 0.00%) with 0.00% transparency
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Cinematic - Send transmission to (Player group(Player 1 (Red))) from QG_Person[2] named (Name of QG_Person[2]): Play No sound and display Yes. Can you delive.... Modify duration: Set to 1.00 seconds and Wait
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-------- --------
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-------- Create dialog --------
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Dialog - Clear QG_QuestAcceptDialog
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Dialog - Change the title of QG_QuestAcceptDialog to Delivery Sidequest
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Dialog - Create a dialog button for QG_QuestAcceptDialog labelled Accept
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Set QG_QuestAcceptDialogButton[1] = (Last created dialog Button)
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Dialog - Create a dialog button for QG_QuestAcceptDialog labelled Ignore
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Set QG_QuestAcceptDialogButton[9] = (Last created dialog Button)
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Dialog - Show QG_QuestAcceptDialog for Player 1 (Red)
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Set QG_QuestDialogButtonClicked = 0
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Wait until (QG_QuestDialogButtonClicked Not equal to 0), checking every 0.10 seconds
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-------- --------
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-------- Here's where player picks whether he approves or disapproves the quest --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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QG_QuestDialogButtonClicked Equal to 1
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Then - Actions
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Unit - Create 1 Siege Engine for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing 270.00 degrees
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Set QR_PackUnit = (Last created unit)
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Unit - Create 1 Beacon for Player 1 (Red) at (Center of QR_PackTargetRegions[QR_PackTargetPlaceRandomizer]) facing Default building facing degrees
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Set QR_PackBeaconUnit = (Last created unit)
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-------- --------
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Unit - Remove Quest Indicator from QG_Person[2]
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Unit Group - Add QG_Person[2] to QG_DoneUnitGroup
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-------- --------
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Cinematic - Send transmission to (All players) from QG_Person[1] named (Name of QG_Person[1]): Play No sound and display Got it.. Modify duration: Set to 1.00 seconds and Wait
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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QG_QuestDialogButtonClicked Equal to 9
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Then - Actions
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Cinematic - Flash a speech indicator for QG_Person[1] of color (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Cinematic - Send transmission to (All players) from QG_Person[1] named (Name of QG_Person[1]): Play No sound and display Pass.. Modify duration: Set to 2.00 seconds and Wait
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Else - Actions
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Unit - Unpause QG_Person[2]
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Cinematic - Turn cinematic mode Off for (All players)
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Else - Actions
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Side Quest Dialog Button Click
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Events
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Dialog - A dialog button is clicked for QG_QuestAcceptDialog
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to QG_QuestAcceptDialogButton[1]
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Then - Actions
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Set QG_QuestDialogButtonClicked = 1
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Clicked dialog button) Equal to QG_QuestAcceptDialogButton[9]
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Then - Actions
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Set QG_QuestDialogButtonClicked = 9
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Else - Actions
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Note: Don't mind the point leaks this is just a trigger from a test map I can fix it later.
Last edited: